Anarchy
A chaotic speed variant of rummy.
A chaotic speed variant of rummy.
2–6 players
Standard 52-card deck.
Ranks high → low: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
Sets – 3 or 4 of the same rank (e.g. 8♥ 8♦ 8♠).
Runs – 3+ cards in sequence of the same suit (e.g. 3♥ 4♥ 5♥).
Aces may be used high, low, or both (e.g. 3♦ 2♦ A♦ K♦).
Players may add to any melds already tabled (except four-of-a-kinds).
Each round, one rank is wild (2s first, progressing up to Aces).
Wilds may act as any card.
If multiple wilds create ambiguity, player must declare their intended values when tabling.
Wilds in sets can be exchanged for the natural card of that rank.
Wilds cannot extend a set beyond 4 cards — excess wilds are claimed when the 4th natural is added.
Wilds in runs may be replaced by the natural card they represent.
If a wild is played as its face value (e.g. using a 4♠ in a 3♠ 4♠ 5♠ run when 4s are wild), it is no longer wild.
Lowest score after 13 rounds wins.
Each round ends when one player goes out by playing all cards and shouting “Anarchy!”
Hand value = sum of all unplayed cards.
At any time players may:
Table a meld
Add to an existing meld
Replace a wild in a meld with the natural card
Dealer announces the wild rank before dealing.
Deal passes clockwise each round.
Each player is dealt 5–8 cards (dealer decides, based on player count).
Next card is placed face-up as the discard pile; remainder is the stock.
First turn: player left of dealer draws either:
Top of discard pile (face-up), or
Top of stock (face-down).
Must then discard 1 card (not the one just drawn from discard).
Turns proceed clockwise.
Players may meld at any time, but must table before “Anarchy” is called.
Disputes = mob rule.
After “Anarchy” is called, all hands are scored.
Card values:
Wilds = 25
Aces = 15
Face cards = 10
Others = pip value
Game ends after Aces-wild round. Lowest total score wins.